Difference between revisions of "Vampire, Lasombra (3.5e Template)"

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'''Hit Dice'''
 
'''Hit Dice'''
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Increase all current and future Hit Dice to d12s.
 
Increase all current and future Hit Dice to d12s.
  
 
'''Speed'''
 
'''Speed'''
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Same as the base creature.
 
Same as the base creature.
  
 
'''Armor Class'''
 
'''Armor Class'''
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As the base Creature
 
As the base Creature
  
 
'''Attack'''
 
'''Attack'''
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As the base Creature.
 
As the base Creature.
  
 
'''Full Attack'''
 
'''Full Attack'''
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As the Base Creature.
 
As the Base Creature.
  
'''Special Attacks'''
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==== Special Attacks ====
 
A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
 
A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
  

Revision as of 23:06, 9 May 2011

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Vampire, Lasombra

The leaders of the Sabbat, clan Lasombra are Darwinists, predators, elegant and inhuman. Firm believers in the worthy ruling and the unworthy serving, the Lasombra have maintained their traditions even as they have turned the Sabbat to their own purposes.

Creating a Lasombra

“Vampire, Lasombra” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).

Size and Type Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice

Increase all current and future Hit Dice to d12s.

Speed

Same as the base creature.

Armor Class

As the base Creature

Attack

As the base Creature.

Full Attack

As the Base Creature.

Special Attacks

A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d2 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. In addition, the Lasombra adds the drained Constitution points to his own Vitae pool. This pool may not exceed his level.

Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Create Spawn (Su): If the vampire drains the victim’s ( a humanoid or monstrous humanoid only) Constitution to 0 or lower, the victim can rise as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In order for the drained individual to return as either a spawn or vampire, the progenitor must feed the creature his blood. This deals 4 points of temporary constitution damage to the progenitor that heal naturally. In either case, the new vampire or spawn is under the command of the vampire that created it (treat as obsession) and remains so until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Special Qualities

Damage Reduction (Su): A vampire has damage reduction 5/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Su): A vampire heals 1 point of damage each round so long as it has at least 1 vitae. If reduced to 0 hit points in combat, the Lasombra enters what is called 'Torpor'. During Torpor, the Lasombra seems to be dead. In torpor, the Lasombra remains unconscious but alive for 20-HD days. If they are exposed to the sun, the automatically fail their Fortitude save and are incinerated. The Lasombra must expend one vitae to waken from torpor. If the Lasombra has no vitae, he remains unconscious in torpor until they gain vitae (probably by a faithful minion spilling blood into their mouth).

Turn Resistance (Ex): A vampire has +4 turn resistance.

Vitae (Su): A Lasombra may hold up to his own level of drained Constitution points. These points do not apply to the vampires own Constitution and have no effect on his stats. A Lasombra can never spend more than 1 vitae per turn. These vitae can be spent as a free action to:

-Instantly restore 1d12+HD points of health.

-Add 5+HD to any physical skill roll. (As determined by DM)

-Add HD to any Fortitude save. Forcing blood through dead veins is strenuous however, and can only be done twice a day.

-Add HD to either Strength and Dexterity for 2 turns.

-Resist damage from sunlight for 1 turn per vitae spent.

-A Lasombra loses one vitae every time he wakes. If he is forced to wake during the day, he can stay awake for 4 rounds per vitae. These points are expended every round.

-While feeding, a Lasombra can expend one vitae to cause the prey to become friendly toward the vampire. The creatures attitude can never go above friendly through the use of this power.

Abilities

Increase from the base creature as follows: Str +4, Dex +2, Int +2, Cha +2. As an undead creature, a vampire has no Constitution score.

Skills

The base creature retain all skills.

Feats

The base creature retain all feats.

Environment

Any, usually same as base creature.

Organization

Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn).

Challenge Rating

Same as the base creature +2.

Treasure

Double Standard.

Alignment

Always evil (Any).

Advancement

By character class.

Level Adjustment

Level Adjustment: +4

Lasombra Weakness

Repelling a Vampire: Lasombra recoil from strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

Lasombra are not affected by the smell of garlic, an immunity they use to their advantage against suspicious vampire hunters. They do not, however, show any reflection in any surface. Lasombra must be careful to keep away from mirrors, lest someone notice the stranger with no reflection.

Light Weakness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds vampires for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area and take a -2 penalty to all attributes. If they are exposed to direct sunlight for any length of time, they take 2d6 damage. If they remain in direct sunlight for two consecutive turns, on the third turn of direct sunlight the vampire must make a DC20 Fortitude Save or be instantly incinerated.


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Identifier3.5e Template +
RatingUndiscussed +
TitleVampire, Lasombra +